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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_SMG_HK_UMP.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_SMG_HK_UMP
//=============================================================================
// Weapon class for Heckler UMP
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFWeap_SMG_HK_UMP extends KFWeap_SMGBase;
/** RecoilRate when firing in burst fire. */
var(Recoil) float BurstFireRecoilRate;
/** How much to scale recoil when firing in burst fire. */
var(Recoil) float BurstFireRecoilModifier;
// Standard
/** Animation to play when the weapon is fired in burst mode with 2 rounds left */
var(Animations) const editconst name BurstFire2RdAnim;
/** Animation to play when the weapon is fired in burst fire mode for 3 rounds*/
var(Animations) const editconst name BurstFire3RdAnim;
// Iron Sights
/** Animation to play when the weapon is fired in burst mode with 2 rounds left */
var(Animations) const editconst name BurstFire2RdSightedAnim;
/** Animation to play when the weapon is fired in burst fire mode for 3 rounds*/
var(Animations) const editconst name BurstFire3RdSightedAnim;
/** Sound to play when the weapon is fired in burst mode with 2 rounds left */
var(Sounds) WeaponFireSndInfo WeaponFire2RdSnd;
/** Sound to play when the weapon is fired in burst fire mode for 3 rounds */
var(Sounds) WeaponFireSndInfo WeaponFire3RdSnd;
/** Keeps track of whether or not the gun has played fire effects this burst. */
var bool bBurstPlayedFireEffects;
/*********************************************************************************************
* State WeaponBurstFiring
* Fires a burst of bullets. Fire must be released between every shot.
*********************************************************************************************/
simulated state WeaponBurstFiring
{
simulated function BeginState(Name PrevStateName)
{
// Modify the recoil for burst fire
RecoilRate = BurstFireRecoilRate;
// Initialize recoil blend out settings
if (RecoilRate > 0 && RecoilBlendOutRatio > 0)
{
RecoilYawBlendOutRate = maxRecoilYaw / RecoilRate * RecoilBlendOutRatio;
RecoilPitchBlendOutRate = maxRecoilPitch / RecoilRate * RecoilBlendOutRatio;
}
bBurstPlayedFireEffects = false;
super.BeginState(PrevStateName);
}
/**
* PlayFireEffects Is the root function that handles all of the effects associated with
* a weapon. This function creates the 1st person effects. It should only be called
* on a locally controlled player.
*/
simulated function PlayFireEffects(byte FireModeNum, optional vector HitLocation)
{
local name WeaponFireAnimName;
// Only play the burst fire sound on the first shot as the sound includes additional shot sounds baked in
if (FireModeNum != ALTFIRE_FIREMODE || (FireModeNum == ALTFIRE_FIREMODE &&
(!bBurstPlayedFireEffects || `IsInZedTime(self))) )
{
PlayFiringSound(CurrentFireMode);
}
if (Instigator != none)
{
UpdateWeaponAttachmentAnimRate(GetThirdPersonAnimRate());
if (Instigator.IsFirstPerson())
{
if (!bPlayingLoopingFireAnim && (FireModeNum != ALTFIRE_FIREMODE || (FireModeNum == ALTFIRE_FIREMODE &&
!bBurstPlayedFireEffects)))
{
WeaponFireAnimName = GetWeaponFireAnim(FireModeNum);
if (WeaponFireAnimName != '')
{
PlayAnimation(WeaponFireAnimName, MySkelMesh.GetAnimLength(WeaponFireAnimName),,FireTweenTime);
}
}
HandleRecoil();
ShakeView();
// Start muzzle flash effect
CauseMuzzleFlash(FireModeNum);
}
}
bBurstPlayedFireEffects = true;
}
/** Overridden to include the BurstFireModifier*/
simulated function ModifyRecoil(out float CurrentRecoilModifier)
{
super.ModifyRecoil(CurrentRecoilModifier);
CurrentRecoilModifier *= BurstFireRecoilModifier;
}
/** Get name of the animation to play for PlayFireEffects. Overriden to play the right animation for the number of shots in the burst fire */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
if (BurstAmount == 3)
{
if (bUsingSights)
{
return BurstFire3RdSightedAnim;
}
return BurstFire3RdAnim;
}
else if (BurstAmount == 2)
{
if (bUsingSights)
{
return BurstFire2RdSightedAnim;
}
return BurstFire2RdAnim;
}
else
{
return super.GetWeaponFireAnim(FireModeNum);
}
}
/**
* Tells the weapon to play a firing sound (uses CurrentFireMode)
*/
simulated function PlayFiringSound(byte FireModeNum)
{
if (!bPlayingLoopingFireSnd && BurstAmount > 1 && `NotInZedTime(self) )
{
MakeNoise(1.0, 'PlayerFiring');
if (BurstAmount == 3)
{
WeaponPlayFireSound(WeaponFire3RdSnd.DefaultCue, WeaponFire3RdSnd.FirstPersonCue);
}
else if (BurstAmount == 2)
{
WeaponPlayFireSound(WeaponFire2RdSnd.DefaultCue, WeaponFire2RdSnd.FirstPersonCue);
}
}
else
{
super.PlayFiringSound(FireModeNum);
}
}
simulated event EndState(Name NextStateName)
{
// Set recoil settings back to normal
RecoilRate = default.RecoilRate;
// Initialize recoil blend out settings
if (RecoilRate > 0 && RecoilBlendOutRatio > 0)
{
RecoilYawBlendOutRate = maxRecoilYaw / RecoilRate * RecoilBlendOutRatio;
RecoilPitchBlendOutRate = maxRecoilPitch / RecoilRate * RecoilBlendOutRatio;
}
Super.EndState(NextStateName);
}
}
defaultproperties
{
// Inventory
InventorySize=5
GroupPriority=90 //60
WeaponSelectTexture=Texture2D'WEP_UI_HK_UMP_TEX.UI_WeaponSelect_UMP'
// FOV
MeshFOV=86
MeshIronSightFOV=50
PlayerIronSightFOV=75
// Zooming/Position
IronSightPosition=(X=0.0f,Y=0.0f,Z=0.0f) //x0.9
PlayerViewOffset=(X=3.f,Y=10.0f,Z=-2.0f)
// IronSightPosition=(X=10.f,Y=0,Z=0)
//PlayerViewOffset=(X=17.f,Y=8,Z=-4.0)
// Content
PackageKey="HK_UMP"
FirstPersonMeshName="WEP_1P_HK_UMP_MESH.Wep_1stP_HK_UMP_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_HK_UMP_ANIM.WEP_1stP_HK_UMP_Anim"
PickupMeshName="WEP_3P_HK_UMP_MESH.Wep_3rdP_HK_UMP_Pickup"
AttachmentArchetypeName="WEP_HK_UMP_ARCH.Wep_HK_UMP_3P"
MuzzleFlashTemplateName="WEP_HK_UMP_ARCH.Wep_HK_UMP_MuzzleFlash"
// Ammo
MagazineCapacity[0]=30
SpareAmmoCapacity[0]=290 //320
InitialSpareMags[0]=2
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=120
minRecoilPitch=92
maxRecoilYaw=101 //92
minRecoilYaw=-101 //92
RecoilRate=0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.25
IronSightMeshFOVCompensationScale=1.5
HippedRecoilModifier=1.4
BurstFireRecoilRate= 0.085
BurstFireRecoilModifier = 1.0
// Recoil
// maxRecoilPitch=60
// minRecoilPitch=40
// maxRecoilYaw=50
// minRecoilYaw=-50
// RecoilRate=0.06
// RecoilMaxYawLimit=500
// RecoilMinYawLimit=65035
// RecoilMaxPitchLimit=550
// RecoilMinPitchLimit=65035
//RecoilISMaxYawLimit=75
//RecoilISMinYawLimit=65460
//RecoilISMaxPitchLimit=375
//RecoilISMinPitchLimit=65460
//IronSightMeshFOVCompensationScale=1.6
//WalkingRecoilModifier=1.1
//JoggingRecoilModifier=1.2
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HK_UMP'
FireInterval(DEFAULT_FIREMODE)=+0.1 // 600 RPM
Spread(DEFAULT_FIREMODE)=0.01
InstantHitDamage(DEFAULT_FIREMODE)=45
FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponBurstFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HK_UMP'
FireInterval(AltFire_FIREMODE)=+0.1 // 600 RPM
BurstAmount=3
BurstFire2RdAnim=Shoot_Burst2
BurstFire3RdAnim=Shoot_Burst
BurstFire2RdSightedAnim=Shoot_Burst2_Iron
BurstFire3RdSightedAnim=Shoot_Burst_Iron
WeaponFire2RdSnd=(DefaultCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_3P_2Round', FirstPersonCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_1P_2Round')
WeaponFire3RdSnd=(DefaultCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_3P_3Round', FirstPersonCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_1P_3Round')
InstantHitDamage(ALTFIRE_FIREMODE)=45
Spread(ALTFIRE_FIREMODE)=0.01
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HK_UMP'
InstantHitDamage(BASH_FIREMODE)=24.0
// Fire Effects
//@todo: add akevents when we have them
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_3P_Loop',FirstPersonCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_3P_Single',FirstPersonCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_1P_Single')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_3P_EndLoop',FirstPersonCue=AkEvent'WW_WEP_UMP.Play_WEP_UMP_Fire_1P_EndLoop')
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_Swat'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.13f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.24f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.13f), (Stat=EWUS_Damage1, Scale=1.13f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.24f), (Stat=EWUS_Damage1, Scale=1.24f), (Stat=EWUS_Weight, Add=2)))
}